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BASH - Basic Action Super Heroes :: View topic - Gadget invention/building checks

 
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Gadget invention/building checks

 
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Deecely
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Joined: Aug 08, 2013
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PostPosted: Wed Feb 18, 2015 2:55 pm    Post subject: Gadget invention/building checks Reply with quote

Hello, BASH-ers.

Quick question here: The RAW are vague when it comes to what makes a successful check for a Gadgeteer (or "Grimoire-er"?) to invent/build a new gadget or research/cast a new spell.

Does BASHMan have any easy solutions already? Has anybody house-ruled anything that worked particularly well for them?

I was thinking of doing something like this, which makes the checks challenging-but-not-impossible and also takes into account the power level/point-cost of the gadget being made:

- base difficulty of 14 + 1 per every point required for the power. So, if you wanted to make a gadget that granted a special attack 4, medium range power, it would be a check of 20 to succeed (base 14 + 6 points for the power = 20 to succeed).

This makes it fairly challenging where failure/frustration could possibly occur - especially at low levels, where it makes more sense - but not impossible.
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fairytalejedi
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PostPosted: Thu Feb 19, 2015 12:51 am    Post subject: Reply with quote

I've just used diff 20. I don't know of anything official. The next Awesome Powers includes tech stuff, so I'm looking forward to that.
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BASHMAN
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PostPosted: Thu Feb 19, 2015 6:29 pm    Post subject: Reply with quote

I'd make the difficulty range from 20 to 50 depending on what the player was trying to do, the tools / resources available, etc.

There will be a much more detailed answer in the next Awesome Powers though.
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fairytalejedi
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PostPosted: Thu Feb 19, 2015 9:22 pm    Post subject: Reply with quote

Oh, I did a jury-rig extended check in the last adventure, exactly as suggested in the BASH! UE rulebook. This was initially to modify somebody else's vehicle. But then when the PCs modified their own vehicle the same way, I just used Gadgeteer hero point with no rolls required, because they previously succeded in the design extended check.
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Deecely
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PostPosted: Mon Feb 23, 2015 3:08 pm    Post subject: Reply with quote

Just to confirm, though, these checks are only for the cases where something NEW is being invented, right? If a player already succeeded on a Tech check to invent and use a Ray of Confusion 2 (med burst, med range), say, then they do not have to re-roll if they want to re-equip this tool for a future issue?
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BASHMAN
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PostPosted: Mon Feb 23, 2015 6:33 pm    Post subject: Reply with quote

I wouldn't make them roll again to make the same thing, no. As time goes on, characters will build up a "Sidebar" of inventions or spells that they substitute in with Gadgeteer or Grimoire.

Think about Iron Man or Reed Richards. The first time they invent something, like a "sonic gun" or "stealth armor" to defeat some certain villain, the comic makes an issue of them having to take the time / resources to invent it. In subsequent issues, however, it is just something they have and can use again.
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